godot/modules/websocket/SCsub

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#!/usr/bin/env python
Import("env")
Import("env_modules")
env_ws = env_modules.Clone()
thirdparty_obj = []
if env["platform"] == "web":
# Our JavaScript/C++ interface.
env.AddJSLibraries(["library_godot_websocket.js"])
elif env["builtin_wslay"]:
# Thirdparty source files
thirdparty_dir = "#thirdparty/wslay/"
thirdparty_sources = [
"wslay_net.c",
"wslay_event.c",
"wslay_queue.c",
"wslay_frame.c",
]
thirdparty_sources = [thirdparty_dir + s for s in thirdparty_sources]
env_ws.Prepend(CPPPATH=[thirdparty_dir])
env_ws.Append(CPPDEFINES=["HAVE_CONFIG_H"])
if env["platform"] == "windows" or env["platform"] == "uwp":
env_ws.Append(CPPDEFINES=["HAVE_WINSOCK2_H"])
else:
env_ws.Append(CPPDEFINES=["HAVE_NETINET_IN_H"])
env_thirdparty = env_ws.Clone()
env_thirdparty.disable_warnings()
env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources)
env.modules_sources += thirdparty_obj
# Godot source files
module_obj = []
env_ws.add_source_files(module_obj, "*.cpp")
if env["tools"]:
env_ws.add_source_files(module_obj, "editor/*.cpp")
env.modules_sources += module_obj
# Needed to force rebuilding the module files when the thirdparty library is updated.
env.Depends(module_obj, thirdparty_obj)